rFactor 2

rFactor 2

Repco Raceway
31 Comments
Eren Tuzci  [author] 5 Jan, 2022 @ 8:13am 
Thank you again :)
GJDriessen 5 Jan, 2022 @ 8:02am 
Nice track! Thanks again
Eren Tuzci  [author] 16 May, 2021 @ 2:03pm 
@Fabiocl88 sorry to hear that :( but i cant improve it now
Nisseno456 16 May, 2021 @ 5:32am 
reproducing this circuit on a VR helmet, like a G2, feels like going back to the 90s. Graphically, can't it be improved?
Eren Tuzci  [author] 15 May, 2021 @ 3:42pm 
@strava when i do a speed limit something like 50-70 they drive very slow, and if i do it around 120 150 the AI is seperating :/ So i checked loch drummonds files and they didnt put a speed limit.Thats why i didnt put it.
Strava 13 May, 2021 @ 4:05pm 
Hmmm, the more I think about this...
It's called a pace car because it's supposed to set a steady pace
so the field has a chance to form up, evenly spaced, for the start.
If the pace car varies speed too much the field will accordion and the drivers will have a hard time to maintain spacing.
Strava 13 May, 2021 @ 3:58pm 
Yes I was testing with the slowest car in rFactor ;-0
But don't pace cars run at a steady speed of about 100kph/60mph in reality?
( I am thinking road courses and sports cars here. Not hi speed ovals )
Eren Tuzci  [author] 13 May, 2021 @ 2:56pm 
It might be abouts mods own speed limit but i will add it anyway :) thanks @strava
Strava 12 May, 2021 @ 8:09pm 
I tested the rolling start. Definitely something wrong when the pace car pulls off. Not sure what that is about yet.

Another problem is the pace car is too fast. I was testing with FV. I kept getting msg to catch up to pace car but I could not. Corvette is faster than FV ;-p

Add this line to the gdb to fix:
FormationSpeedKPH = 88
Eren Tuzci  [author] 11 May, 2021 @ 6:47am 
@strava Thank you for your feedbacks :)
Strava 10 May, 2021 @ 7:01pm 
If you do update the track. please fix the textures in the garages. Those bricks need to be 10x smaller. And I don't think I have ever seen a brick ceiling ! ( Something about hanging in the air just like bricks don't. ;-)
Strava 10 May, 2021 @ 6:57pm 
It's not easy to design a track layout that checks all the boxes. But this one comes close.
Good flow. Check. Good elevations. Check. And so on :-) Very good layout.

The only info for the pace car in the AIW is the aux spots.
location 0 is where it is for start
location 1 is it's parking spot.

[AUX]
LocationIndex=0
Pos=(9.534,-0.011,-2.418)
Ori=(-0.003,-1.572,-0.000)
LocationIndex=1
Pos=(217.655,0.218,22.920)
Ori=(-0.024,0.008,-0.000)
Eren Tuzci  [author] 10 May, 2021 @ 4:19pm 
I did everything i know but it doesnt wokr :( @rodrrico
Rodrrico 9 May, 2021 @ 4:37pm 
You can edit the safety car properties in the AIW file. There might be a speed limit enabled. I can't remember exactly where in that file though. It's been several years since I made any tracks for games.
Eren Tuzci  [author] 9 May, 2021 @ 3:49pm 
oh that pit enter made me a lot of trouble.When safetycar exit in a rolling start i dont why but the ai slows very very much. Do u have any idea why it could be ? @rodrrico
Rodrrico 9 May, 2021 @ 3:36pm 
Well with your next update, do a total overhaul. You'll get better with experience. Otherwise I love the layout. Only the AI entering the Pits can be a bit scary as they cross the race line so try dragging the AIW and fast line a bit more too.
Eren Tuzci  [author] 9 May, 2021 @ 3:34pm 
yeah i use it too.But when i started this circuit i didnt know about polygons thing you mentioned. Its a little late for some corners right now :( @rodrrico
Rodrrico 9 May, 2021 @ 3:31pm 
Ok good stuff. The only way to fix the runoff area would be to delete the track runoff panels and redo that section, or you can physically drag the polygon points to shape it more smoothly. The main issue is the physical track surface / realism by reducing those sharp straight line edges with more panels per metre. Another way to increase the fidelity is to add more points to the track surface from left to right. The default is 5 points, but I usually had 8-9 to make bumps etc better / smaller and more realistic feeling.
Eren Tuzci  [author] 9 May, 2021 @ 3:03pm 
ohh i understand what you mean. I fixed some of them but for some corners such as the schicane it doesnt fix it .and i cant undo all kerbs ext. i will share the fixed ones when i can.@rodrrico
Rodrrico 9 May, 2021 @ 2:39pm 
@Eren Tuzci You can increase the number of polygons for parts of the track (or the whole track). You can do this in BTB by reducing the panel length from default of 5m to 1m. I always set the panels to the minimum length to increase the detail / polygon count. This will make your corners smoother rather than very angular (as seen on the while lines).
Eren Tuzci  [author] 9 May, 2021 @ 9:03am 
Thank you @atomed
What do you mean by polygon count ? @rodrrico
Rodrrico 9 May, 2021 @ 12:25am 
This is pretty neat, but please improve the polygon count for all the corners. This is easy to fix in BTB.
gg 8 May, 2021 @ 8:26pm 
Repco hahaha
atomed 8 May, 2021 @ 2:52am 
I would do a minor correction though, to narrow the chicane AI corridor on the left side, they attack it too aggresively.
atomed 8 May, 2021 @ 2:43am 
Fantastic job, I love fictional tracks, so much creativity involved. Just try this with the new Academy Racer conversion from Strava, it´s a perfect combo.
Thanks for sharing your work.
Eren Tuzci  [author] 7 May, 2021 @ 4:17pm 
Thank you :)
=Fieldzy= 7 May, 2021 @ 4:42am 
Great work
Eren Tuzci  [author] 6 May, 2021 @ 5:31am 
thank you @bears i prefer not to make real circuits but i may have a look at it :)
Eren Tuzci  [author] 6 May, 2021 @ 5:31am 
@racezilla yes i used bobs track builder
Bears 6 May, 2021 @ 2:25am 
nice work... as an aussie if you ever want to recreate a real track Amaroo park would be well received i reckon its long gone but it was a great little track
racezilla 6 May, 2021 @ 1:07am 
Well done. Did you use Bob's track builder?